new Plugin(game, parent)
This is a base Plugin template to use for any Phaser plugin development.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
parent |
any | The object that owns this plugin, usually Phaser.PluginManager. |
- Source - core/Plugin.js, line 15
Classes
- AStar
- ColorHarmony
- CSS3Filters
- Juicy
- KineticScrolling
- PathManager
- SamplePlugin
- TilemapWalker
- VirtualJoystick
- Webcam
Members
-
active :boolean
-
A Plugin with active=true has its preUpdate and update methods called by the parent, otherwise they are skipped.
- Source - core/Plugin.js, line 33
-
game :Phaser.Game
-
A reference to the currently running game.
- Source - core/Plugin.js, line 22
-
hasPostRender :boolean
-
A flag to indicate if this plugin has a postRender method.
- Source - core/Plugin.js, line 69
-
hasPostUpdate :boolean
-
A flag to indicate if this plugin has a postUpdate method.
- Source - core/Plugin.js, line 57
-
hasPreUpdate :boolean
-
A flag to indicate if this plugin has a preUpdate method.
- Source - core/Plugin.js, line 45
-
hasRender :boolean
-
A flag to indicate if this plugin has a render method.
- Source - core/Plugin.js, line 63
-
hasUpdate :boolean
-
A flag to indicate if this plugin has an update method.
- Source - core/Plugin.js, line 51
-
parent :any
-
The parent of this plugin. If added to the PluginManager the parent will be set to that, otherwise it will be null.
- Source - core/Plugin.js, line 27
-
visible :boolean
-
A Plugin with visible=true has its render and postRender methods called by the parent, otherwise they are skipped.
- Source - core/Plugin.js, line 39
Methods
-
<static> AStar-isWalkable(x, y) → {boolean}
-
Tells if a tile is walkable from its tilemap coordinates
Parameters:
Name Type Description x
number The x coordiante of the tile in tilemap's coordinate.
y
number The y coordinate of the tile in tilemap's coordinate.
Returns:
boolean -The distance between nodeA and nodeB
- Source - out/plugins/AStar/AStar.js, line 460
-
<static> ScreenShake()
-
Plugin to make screen shake FX (makes number of short camera movements).
Usage:
in main create function:
game.plugins.screenShake = game.plugins.add(Phaser.Plugin.ScreenShake);in function where need to call shake FX:
game.plugins.screenShake.setup({ //if need to replace default plugin settings
shakeX: true,
shakeY: false
});
this.game.plugins.screenShake.shake(10); //pass shake count value- Copyright:
- 2014 Dmitry Maslov
- License:
- http://choosealicense.com/licenses/mit
- Source - out/plugins/ScreenShake/ScreenShake.js, line 24
-
destroy()
-
Clear down this Plugin and null out references
- Source - core/Plugin.js, line 107
-
postRender()
-
Post-render is called after the Game Renderer and State.render have run.
It is only called if visible is set to true.- Source - core/Plugin.js, line 99
-
preUpdate()
-
Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).
It is only called if active is set to true.- Source - core/Plugin.js, line 75
-
render()
-
Render is called right after the Game Renderer completes, but before the State.render.
It is only called if visible is set to true.- Source - core/Plugin.js, line 91
-
update()
-
Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
It is only called if active is set to true.- Source - core/Plugin.js, line 83